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<A HREF="FSOUND.html#Structures"><H5>[Structure]</A></H5>
<H2><A NAME="FSOUND_REVERB_CHANNELPROPERTIES">FSOUND_REVERB_CHANNELPROPERTIES</A></H2>
Structure defining the properties for a reverb source, related to a FSOUND channel.<BR>
For more indepth descriptions of the reverb properties under win32, please see the EAX3<BR>
documentation at http://developer.creative.com/ under the 'downloads' section.<BR>
If they do not have the EAX3 documentation, then most information can be attained from<BR>
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of <BR>
EAX2.<BR>
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.<BR>
Note that integer values that typically range from -10,000 to 1000 are represented in <BR>
decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.<BR>
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).  <BR>
Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then<BR>
the reverb should product a similar effect on either platform.<BR>
Linux and FMODCE do not support the reverb api.<BR>
The numerical values listed below are the maximum, minimum and default values for each variable respectively.<BR>
<P>
<H3>Members</H3>
<TABLE>
<TR VALIGN=top><TD><B>int</B></TD>
<TD><I>Direct</I></TD>
<TD>/* -10000, 1000,  0,    direct path level (at low and mid frequencies) (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>DirectHF</I></TD>
<TD>/* -10000, 0,     0,    relative direct path level at high frequencies (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>Room</I></TD>
<TD>/* -10000, 1000,  0,    room effect level (at low and mid frequencies) (WIN32/XBOX/PS2) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>RoomHF</I></TD>
<TD>/* -10000, 0,     0,    relative room effect level at high frequencies (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>Obstruction</I></TD>
<TD>/* -10000, 0,     0,    main obstruction control (attenuation at high frequencies)  (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>ObstructionLFRatio</I></TD>
<TD>/* 0.0,    1.0,   0.0,  obstruction low-frequency level re. main control (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>Occlusion</I></TD>
<TD>/* -10000, 0,     0,    main occlusion control (attenuation at high frequencies) (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>OcclusionLFRatio</I></TD>
<TD>/* 0.0,    1.0,   0.25, occlusion low-frequency level re. main control (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>OcclusionRoomRatio</I></TD>
<TD>/* 0.0,    10.0,  1.5,  relative occlusion control for room effect (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>OcclusionDirectRatio</I></TD>
<TD>/* 0.0,    10.0,  1.0,  relative occlusion control for direct path (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>Exclusion</I></TD>
<TD>/* -10000, 0,     0,    main exlusion control (attenuation at high frequencies) (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>ExclusionLFRatio</I></TD>
<TD>/* 0.0,    1.0,   1.0,  exclusion low-frequency level re. main control (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>OutsideVolumeHF</I></TD>
<TD>/* -10000, 0,     0,    outside sound cone level at high frequencies (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>DopplerFactor</I></TD>
<TD>/* 0.0,    10.0,  0.0,  like DS3D flDopplerFactor but per source (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>RolloffFactor</I></TD>
<TD>/* 0.0,    10.0,  0.0,  like DS3D flRolloffFactor but per source (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>RoomRolloffFactor</I></TD>
<TD>/* 0.0,    10.0,  0.0,  like DS3D flRolloffFactor but for room effect (WIN32/XBOX) */<BR>
</TD><TR VALIGN=top><TD><B>float</B></TD>
<TD><I>AirAbsorptionFactor</I></TD>
<TD>/* 0.0,    10.0,  1.0,  multiplies AirAbsorptionHF member of FSOUND_REVERB_PROPERTIES (WIN32) */<BR>
</TD><TR VALIGN=top><TD><B>int</B></TD>
<TD><I>Flags</I></TD>
<TD>/* FSOUND_REVERB_CHANNELFLAGS - modifies the behavior of properties (WIN32) */<BR>
</TD></TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_REVERB_CHANNELFLAGS.html">FSOUND_REVERB_CHANNELFLAGS</A>
, 
<A HREF="FSOUND_Reverb_GetChannelProperties.html">FSOUND_Reverb_GetChannelProperties</A>
, 
<A HREF="FSOUND_REVERB_PROPERTIES.html">FSOUND_REVERB_PROPERTIES</A>
, 
<A HREF="FSOUND_Reverb_SetChannelProperties.html">FSOUND_Reverb_SetChannelProperties</A>
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